Difference between revisions of "Plutonium roguelike"
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{{gameinfo| name = Plutonium roguelike | |||
|developer = [[Digal]] | |||
|released = 20.09.2005 | |||
|updated = 20.09.2005 | |||
|status = [[Alpha]] techdemo#0 | |||
|language = [[Java]] | |||
|platforms = Java compatible | |||
|genre = [[Postnuclear sci-fi]] | |||
|interface = [[ASCII]] | |||
|site = [http://digal.dev.juga.ru Homepage] | |||
}} | |||
Plutonium roguelike (PtRL) is a post-nuclear traditional [[ASCII]] [[Definition | roguelike]], being written on [[Java]] by Yuri Buyanov (Digal). | Plutonium roguelike (PtRL) is a post-nuclear traditional [[ASCII]] [[Definition | roguelike]], being written on [[Java]] by Yuri Buyanov (Digal). | ||
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==Current stage== | ==Current stage== | ||
Project is in the beginning of development. What is done? | Project is in the beginning of development. What is done? | ||
* Messaging and time systems | * Messaging and time systems. | ||
* 360-degree FOV calculating algorithm. | * 360-degree FOV calculating algorithm. | ||
* Unarmed combat system | * Unarmed combat system. | ||
* Basic generation of a few map types (city/ruins, vault, forest). | * Basic generation of a few map types (city/ruins, vault, forest). | ||
* Pathfinding algorightm. | * Pathfinding algorightm. | ||
Line 27: | Line 39: | ||
[http://digal.dev.juga.ru Homepage] | [http://digal.dev.juga.ru Homepage] | ||
[[Category: | [[Category:Alpha projects]] |
Revision as of 07:30, 24 September 2005
Plutonium roguelike | |
---|---|
Developer | Digal |
Theme | {{{theme}}} |
Influences | {{{influences}}} |
Status | Alpha techdemo#0 |
Released | 20.09.2005 |
Updated | 20.09.2005 |
Licensing | {{{licensing}}} |
P. Language | Java |
Platforms | Java compatible |
Interface | ASCII |
Game Length | {{{length}}} |
[Homepage Official site of Plutonium roguelike] |
Plutonium roguelike (PtRL) is a post-nuclear traditional ASCII roguelike, being written on Java by Yuri Buyanov (Digal).
Features(planned)
- Traditional ASCII interface.
- Many outdoor maps: forests, plains, settlements, ruins, military bases. There will be dungeons too, of course.
- Scifi roguelike specific interface: comfortable targetting system, informative FOV, etc.
- XML format will be used to store information about items, creatures, and tiles.
- Assymetric FOV: if you are standing behind the tree, you can see your enemies clearly, but it'll be hard for them to spot you. Maybe 90- or 180-degree FOV for monsters (and even for player) will be implemented.
- Weapon modifications: silencers, scopes, etc.
- Different close combat attacks: punches, kicks, combos.
- Random quests, maybe.
- Fully destructible enviroment.
And many other thigns...
Current stage
Project is in the beginning of development. What is done?
- Messaging and time systems.
- 360-degree FOV calculating algorithm.
- Unarmed combat system.
- Basic generation of a few map types (city/ruins, vault, forest).
- Pathfinding algorightm.
- Several dialog screens.
- XML parser for tiles and items.
- Many basic Java classes.